Caves of Qud

Caves of Qud

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Rogue Robots of Qud
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Branch: Stable
Character: Genotype, Mutation
File Size
Posted
Updated
273.355 KB
22 Oct, 2024 @ 3:06pm
20 May @ 7:01pm
29 Change Notes ( view )

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Rogue Robots of Qud

In 1 collection by QWERTYww
Qwerty's Qud Quollection
3 items
Description
Thank you to my friend lakeraydia for eir art used as the Rogue Robots icon!

If you're having issues with robot mutations appearing on modded genotypes, use
this patch. This does not support all modded genotypes, and causes some other minor issues if there are no other modded genotypes, but it's easy for me to add more and a better solution is in the works.


Rogue Robots of Qud aims to add robots as a fully-fleshed-out genotype complete with (mostly) unique mechanics and mutations. Playing as a robot differs from playing as either a True Kin or Mutated Human in a number of ways:

  • You do not have access to physical mutations, but gain access to a unique set of robot-exclusive mutations
  • You do not need to eat or drink, but also can't metabolize meals
  • You cannot use tonics
  • You can use new items sold by village tinkers and looted from certain robots to upgrade your stats instead (so long as you still have room for more hardware...)
  • You are EMP sensitive and can be made to rust (only very rarely)
  • You are immune to all diseases, including fungal infections
  • You have a natural +6 boost to mental armor, but this will be permanently lost if you have a psychic awakening
  • You inherently have a fusion generator which can be used to power jacked items
  • Your starting skills are not based on your subtype but your 'core' module
  • Robots start neutral (but a little bit mad at you, you are a ROGUE robot after all)
  • Limbs naturally regenerate, but at a VERY slow rate (one limb every 1000 turns).
  • You cannot tattoo yourself, but you can engrave yourself. This works for the Mark of Death quest. With this mod installed, Yla Haj sells 1 guaranteed gaslight chisel which can be used to engrave the Mark of Death.

There are also unique defects for robots, including one which replaces your healing with manual repair (via the Repair tinkering skill), with more to come!

Robots can also (if they start with the Biological Core mutation) gain mental mutations as they level and become powerful psykers in their own right!

This mod is currently a work-in-progress, and there may be minor bugs and inconsistencies.
Please report any issues in the Bug Reports discussion!
Popular Discussions View All (4)
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24 Jun @ 4:03pm
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223 Comments
Digishade 12 Jul @ 1:39pm 
Ah, good to know. Thanks QWERTY!
QWERTYww  [author] 8 Jul @ 3:00pm 
To clarify, armature drones will work for melee weapons and not for missile ones. The only reason the game lets you equip missile weapons to them is that they can be used as melee weapons like most items in the game.

Most robots equip missile weapons to their left and right hardpoints. The middle hardpoint, if present, is for throwing weapons. This is not something specific to this mod - robots in the base game have the same body plan.
Digishade 8 Jul @ 2:03pm 
Any reason why the game doesn't register missile weapons as equipped when handled by Armature Drones?
QWERTYww  [author] 18 Jun @ 10:40am 
Most likely, I also might be overestimating the amount of charge by default since I'm currently away from the computer I use for programming

Also, force bracelets in particular appear to use slightly more power than advertised - whenever it pushes things it uses a bit of extra power iirc.
The Wombat of Combat 14 Jun @ 4:43pm 
I see, I was trying to power a force bracelet. that needs 500 so maybe it didn't work when it was right at the maximum?
QWERTYww  [author] 14 Jun @ 4:35pm 
But yes, there's a lot of jank in this mod. This is definitely because I wanted to keep it consistent with the base-game and there are no reasons for it involving me being bad at programming
QWERTYww  [author] 14 Jun @ 4:34pm 
The improved reactor will help, yes. The default power you get is around 500units per turn, which doesn't carry over between turns without capacitors. So some higher-power items will not be able to draw enough power and thus fail to activate.
The Wombat of Combat 14 Jun @ 2:47pm 
according to the description robot characters can power jacked items but that isn't working. Is this no longer true? was this functionality moved to improved reactor or capacitors?
RadLad 9 Jun @ 1:43am 
Pretty dang good man
StandAlloy 19 May @ 5:56am 
I literally figured out how to repair right after hitting Send on my comment lol